This release is huge. I mean HUGE.Two new classes, one new race, party system, gfx niceness, you name it, it's in there!Don't forget to help ToME by with donations( http://te4.org/donate ) !

Release highlights: * Many fixes * Many UI improvements * New class: Mindslayer, a psionic class that erects mental shields and dive into battle, swinging a balde with his hands and one with his mind * New class: Temporal Warden, protect and use the timestream, use both archery and melee attacks, create temporal distortions and even travel back to the past! * New race: Yeek, a puny looking race, with a big mind. Yeeks are natively powerful psionics, united in a global psionic network. They have their own starting area * Party system: Sometimes during your adventures you can meet new party members, or start with them, or summon them. It can be used to either fully control them or give them order * Reworked Alchemist class: Taking fully advantage of the party system the alchemist golem has grown in power and usefulness * Many graphical improvements, 64x64 mode, new tileset (not by default yet as it is not complete) * Better AI: bosses and elites now have a much betetr AI that will analyze their current options and needs and act accordingly * Most sentient creatures are smart enough to use infusions or runes, so now they have them * New zones to discover: halfling ruins, the island of Rel, the temporal rift * Changed the economy: shopswont buy your filthy stuff, they are only interrested in gems and artifacts, but buy them at a much higher share * Rewrote most of the OpenGL code, it should be faster now * And many more, come and play !

Expanded changelist:? * Added pockets of air bubbles on the flooded level of the lake of Nur. Beware, they will not last forever * Renamed the 6th old forest note * Added an achievement for owning the "house" * Going up from level 2 to 1 of the lake of Nur works correctly * Archmage unlocked schools have the correct mastery value * Cyst Burst & Epidemic only replicate diseases on hostiles * Tooltip over simple terrain is now of the correct size to show the full name * Hotkey display now shows the page number * Can't teleport inside the fortress * Switched the font used by 16x16 map modes * Sustained talents that are on cooldown show as such in the use talent dialog * Fix Nova * Arcane Eye is now usable in the right click map menu * The sandworm queen will not always appear in the first room * Sand tunnels are now correctly strengethed by passing sandworm tunnelers * Grgglck the Devouring Darkness will now invoke tentacles every few turns, not at random * Encumberance column on item lists is now showing the total for the stack * With smooth movements on npcs will not appear to "jump" when they enter visual range and stealth npcs should work correctly * Sling talents correctly show that they do take a turn to use * Each reason of death is recorded in the online charsheet * Glyph of Repulsion has the correct requirements * Golem starting equipment is identified * Equipment/Inventory dialog now shows item stats using the classic tooltip * Made tooltips much faster, moving the mouse over the hotkeys list should not lag anymore * Tooltips now internaly use tstrings, you can pass a tstring to Tooltip:set() * Disruption Shield ratio tweaked somewhat, cooldown added * Displacement Shield absorption hugely increased to be in line with runes * Time Shield absorption hugely increased to be in line with runes * Switched position of Time Shield and Time Prison * Fixed Displacement Shield to not dro prematurely * Killing your own escort is worth a few points of experience * Phase Door range starts smaller * When Phase Door fizzles you get a random blink instead of nothing * Shuffled Temporal talents around * Resurrecting now ensure the player has enuogh energy to act first * Fixed a golemancy bug when no ammo is present * The Shadow Clone of the player has some less life * Add a "party" code framework, allowing you to have multiple creatures in a party and assume direct control of one of them (and switch at will) * Summon Control is now a passive that allows summons to be part of the party, increases dureation and reduces damage taken * Default keybinds: F1-F8 for quick select of party members; ctrl+tab for popup * Clicking on the creature "portrait" in the left side pane will transfer control * Stop resting/running when dead * Added ActorTalents:getTalentCooldown() * Party control can be switched by right clicking on the creature on the map too * Quests are now always done for the main character of the party * Blinding Speed does not take a turn to activate anymore * Mark of the Spellblaze now has a way back from level 2 * Pressing the stay command while targetting will return target to the caster * Sindar ego renamed to Thaloren * Congeal Time correctly reduces speed * Talents that do not take a turn to use are not affected by confusion effects * Bear tiles * Arcane Combat will project beaming attacks as far as possible without hitting friendlies * Crypt of Kryl-Feijan quest will not succeed wrongly * Meditation provides the correct amount of equilibrium * Changed default binding for hotkey 11 from ) to - * Flare talent does not use two turns * Updated tutorial texts * Kill message is now displayed in bold * New mouse cursor * Map:setViewport lost its multidisplay parameter (it was useless). That was the one before the last * Overhauled the graphic mode selection (settings are reset), you can now select tiles & size independantly. Added a 64x64 mode * New tileset started by Shockbolt, looks the best in 64x64 * Characters start with a pickaxe in the infinite dungeon * Water breathing is not permanent now * Increased bloated horrors minimun level * Changed the maximun range/sight for players & NPCs from 20 to 10, thus reducing the offscreen rays of deaths, increasing tactical value and allowing for bigger tiles * Fix Inferno tooltip * Move Actor:attr(), Actor:addTemporaryValue(), Actor:removeTemporaryValue() and Actor:onTemporaryValueChange() to Entity * Fixed duplicate uniques * Talents learned with escorts are correctly set to 0.7 mastery * Eliminated dead-end doors in the Roomer generator * Map smooth scrolling * Summoners now get 1dex/0con and Wyrmics 0dex/1con * Archmages now also get a portal on the worldmap to Angolwen * Overhauled all Alchemist golemency talents. Golem is now fully controllable (using the party commands). When the golem levels up it gains stat & talent points that you must spend on it to learn golem specific talents. * Added luadocs for core.* functions * Party members that can not be fully controlled may still sometimes be given orders. Selecting them will popup the order dialog * Escorts are now part of the party, they can be ordered to wait for a (short) while and to indicate the portal direction. * Right clicking on party memebr on the map will allow to give orders when possible * Fix objects not recharging (I think) * Swallow now performs a melee attack (doing nature damage), if it succeeds the swallow check is made, if it was killed by the attack it is swallowed automatically * Halved Swallow cooldown * "forest_clearing" room generator will floodfill to ensure are are no 1x1 spots insolated from the map * Nerfed Blood Fury and Curse of Vulnerability * Sandworm tunnelers now do not travel in diagonal, and do not always take the shortest route * Renamed difficulties again: Discovery/Aventure/Roguelike/Insane * Updated most egos, added many (and many greater ones) * Prevent a bug when using easy/normal mode resurrects in some corner cases * Shield Pummel's first attack is now also affected by shield expertise * Do not de-activate equilibrium talents on levelup * Changed Feed Shadows to a passive talent that increases attack, damage and gives hate back to the player when a shadow kills. * Replaced Punishments' Cursed Ground with Infectious Thought (an attack that can spread to other nearby targets) * Changed Punishments' Agony to ramp up damage over 5 turns (no longer based on proximity to caster). * Reduced hate cost of Deflection * Increased duration of a summoned shadow from 100 to 500 * Increased Willful Strike and Blast damage * Fixed problems with shadows and feed effects not disappearing after leaving the level. * Main menu will not consume ressources if background anim is disabled * Randarts are now created by combining egos + random powers * Physical talents are disabled if no correct weapon is used * Faerlhing get more mana * Stealth now takes no turns to use * Stealth now also teaches a new talent "automatic stealth", as long as it is active the player will auto-enter stealth when conditions are good * Textzone now correctly cuts text based on font style * Reduce the level at which runes of shielding start appearing * Updated Alchemists description to better fit the class * Bext change ever: bumping walls does not consume turns * Reduce most creatures (both NPC & players) damage done by about 25% - reducing oneshooting factor which aint quite fun * Improve the effect of stats on physical/magical/mental saves (and denote them correctly on tooltips) * Constitution bonus to life reduced a bit but it now also provides global damage reduction% * Added Combat:combatTalentStatDamage() * New campaign: The Arena. Fight on the sandy grounds of the arena to prove your worth. Defeat your own previous champions! Unlock available in Derth. (thanks to Hedgeton!) * Stores will now refuse to buy your filthy items, probably still covered in blood! * Stores now buy only shiny gems are unique items, but they do so at a much better share. * Price of gems increased tenfolds * Increased the price of bill's tree trunk & the staff of kor * Upped the minimun level for the cryp of kryl-feijan * Fix FOV to not loop/crash over borders (fixes Quake) * Adventure mode only gets 7 lifes instead of 11 * core.fov.calc_*() now take the map size(w, h) as third and fourth parameters * Nicer looking UI * Gave specific colors to grushnak orcs * Evasion talent does not require stamina anymore * Rush cooldown now reduces with talent level * New tactic AI. It will be used by elites and bosses mostly. It asserts the current situation, determines needs and capabilities and uses them accordingly * The sentient creatures of Maj'Eyal have created a loby to counter the players. They demand to have access to random runes and infusions. Their demand has been fulfilled! * Most bosses and elites now use the new tactical AI * Most bosses now have their share of infusions/runes (depending on the boss) * Game ends when all controllable party members are dead. (But not all are allowed to switch zones, dont get your hopes too high) * Removed Packing talent tree * Water stairs do not provide air anymore * Moon and Star (the artifacts) are now a pair and will provide additional bonus when used together * New artifacts! * Tweaked some Alchemist talent costs * Object requirements are currently colorized again * Controlled phase door rune is now subject to fizzle when blinking out of LOS, like the spell * Talents that can not be used will only grey out after the cooldown has elpased * Left click on an hostile target can now be bound to a talent (archers get it bound to Shoot by default) * Alchemist Protection tooltip now reflects the fact that it does protect the golem too * Channel Staff now ignores friendlies (it will pass over them harmlessly) * Clicking on the minimap now makes the character run to this spot * Updated Maj'Eyal and the Far East map to be more "meaty" * Repulsion has a slightly greater knockback distance and will also daze any targets affected * Fix Shadow Blast damage * Optimized OpenGL drawing code: use vertex arrays instead of immediate mode; removed some useless calls; remvoed debug code from shaders * Reworked how the minimap works, Entities now can have a setupMinimapInfo() method that is called by the map code. If you use a special map update code, have a look at Map:updateGrid to make your code up to date * New race: Yeeks - look out for some new ruins on the map * New starting zones for the Yeeks * The Rod of Recall is now dropped by the first boss killed * Archery talents now give a correct range * Sandworm tunneler should finaly strengthen existing tunnels * Actor:setEffect() now rounds its duration *UP* * Archery now correctly uses attack bonus from ammo * ESP will not make the out of LOS display "flicker" * Weather effects: A few zones now get clouds, sand storms, ... moving over them * New class: Mindslayers. The yeek's frontline figthers, mindslayers are powerful psionics that use their powers to enhance their melee abilities. They can psionicaly wield a second weapon and erect powerful auras. *beware this class is not easy to play* * Inventory window now displays a currently equiped compare tooltip if available * Nerf flurry somewhat * New class: Temporal Warden. Protect and manipulate the timeline. Instantly switch between ranged and melee combat. Time travel (to the past!)

Have fun!

PS: svn revision 2500

_________________[tome] joylove: You can't just release an expansion like one would release a Kraken XD--[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

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